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Fighters
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2023-10-24T22:42:59Z
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Fighters are one of the main types of cards used in Crossing Cards. Marked by off-white frames, these cards are called to the frontline and stay there, being able to move freely around to any frontline tiles adjacent to them. Fighters have seven stats: Element, Class, AP, DP, MP, Cost, and Refund.
* A Fighter's Element is the element wielded or associated with them, and is relevant for several card effects. For a list of all Elements, check the [[Elements]] page.
* A Fighter's Class is the categorization usually used to describe a Fighter's physical form or role, and is relevant for several card effects. For a list of all Classes. check the [[Classes]] page.
* A Fighter's Attack Points, or AP, is a measure of that Fighter's strength in battle, and is the stat used in battles by all Fighters in Strike stance. If two Fighters in Strike stance battle, the Fighter with the lower AP is slain. If both Fighters have equal AP, both are slain by each other.
* A Fighter's Defense Points, or DP, is a measure of that Fighter's defensive prowess in battle, and is the stat used in battles by all Fighters in Guard stance. Fighters in Guard stance cannot attack under normal circumstances--and thus DP cannot be used offensively--but if a Guard stance Fighter is attacked, it cannot be slain unless the attacker's AP is higher than the defender's DP.
* A Fighter's Movement Points, or MP, is a measure of how many tiles that Fighter can move during their player's turn.
* A Fighter's Cost is how much a player must pay in Stamina to call that Fighter from the hand to their [[Territory]]. When a Fighter loses a battle against another player's Fighter and is slain, the losing player loses Stamina equal to the Cost of the winning Fighter minus the Cost of their losing Fighter. If an attacking Fighter attacks a Guard stance Fighter with higher DP than the attacker's AP, the same effect happens for the attacking player. Additionally, Cost is a relevant aspect for several effects, the handling of [[Reverence Fighters]], as well as the calling of [[Synchro Fighters]].
* A Fighter's Refund is used to discount the Cost of a Fighter called by sacrifice, as well as is the amount of Stamina gained by a player when a Fighter is sent from their frontline Territory to the Ruins by another card's effect, whether it was sent to activate an effect or was slain by a card effect.
There are also several varieties of Fighters that share these attributes, but are called by different means, have different frames, and can operate by different rules: At the moment, the only Fighters of these kinds are [[Upgrade Fighters]], [[Mettleborn Fighters]], [[Fusion Fighters]], and [[Synchro Fighters]], which start the game in one's Prime Deck, and [[Reverence Fighters]], which start the game in the Main Deck like most Fighters.
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Fighters are one of the main types of cards used in Crossing Cards. Marked by off-white frames, these cards are called to the frontline and stay there, being able to move freely around to any frontline tiles adjacent to them. Fighters have seven stats: Element, Class, AP, DP, MP, Cost, and Refund.
* A Fighter's Element is the element wielded or associated with them, and is relevant for several card effects. For a list of all Elements, check the [[Elements]] page.
* A Fighter's Class is the categorization usually used to describe a Fighter's physical form or role, and is relevant for several card effects. For a list of all Classes. check the [[Classes]] page.
* A Fighter's Attack Points, or AP, is a measure of that Fighter's strength in battle, and is the stat used in battles by all Fighters in Strike stance. If two Fighters in Strike stance battle, the Fighter with the lower AP is slain. If both Fighters have equal AP, both are slain by each other.
* A Fighter's Defense Points, or DP, is a measure of that Fighter's defensive prowess in battle, and is the stat used in battles by all Fighters in Guard stance. Fighters in Guard stance cannot attack under normal circumstances--and thus DP cannot be used offensively--but if a Guard stance Fighter is attacked, it cannot be slain unless the attacker's AP is higher than the defender's DP.
* A Fighter's Movement Points, or MP, is a measure of how many tiles that Fighter can move during their player's turn.
* A Fighter's Cost is how much a player must pay in Stamina to call that Fighter from the hand to their [[Territory]]. When a Fighter loses a battle against another player's Fighter, the losing Fighter is slain, and the losing player loses Stamina equal to the difference between the Cost of the winning Fighter and the Cost of their losing Fighter. If an attacking Fighter attacks a Guard stance Fighter with higher DP than the attacker's AP, the same effect happens for the attacking player. Additionally, Cost is a relevant aspect for several effects, the handling of [[Reverence Fighters]], as well as the calling of [[Synchro Fighters]].
* A Fighter's Refund is used to discount the Cost of a Fighter called by sacrifice, as well as is the amount of Stamina gained by a player when a Fighter is sent from their frontline Territory to the Ruins by another card's effect, whether it was sent to activate an effect or was slain by a card effect.
There are also several varieties of Fighters that share these attributes, but are called by different means, have different frames, and can operate by different rules: At the moment, the only Fighters of these kinds are [[Upgrade Fighters]], [[Mettleborn Fighters]], [[Fusion Fighters]], and [[Synchro Fighters]], which start the game in one's Prime Deck, and [[Reverence Fighters]], which start the game in the Main Deck like most Fighters.
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Classes
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2023-10-25T01:23:23Z
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Created page with "Classes are a stat of [[Fighters]], representing a Fighter's physical form or role, and are an aspect mentioned very often in card effects. Each Fighter has one Class, but often a Fighter can have two (marked by a "|" in-between Classes) or rarely even three. The list of classes are as currently follows: * [[Mage]], representing spellcasters and magic users. * [[Warrior]], representing swordfighters, knights, and many kinds of weapon-wielders. * [[Evil Warrior]], repres..."
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Classes are a stat of [[Fighters]], representing a Fighter's physical form or role, and are an aspect mentioned very often in card effects. Each Fighter has one Class, but often a Fighter can have two (marked by a "|" in-between Classes) or rarely even three. The list of classes are as currently follows:
* [[Mage]], representing spellcasters and magic users.
* [[Warrior]], representing swordfighters, knights, and many kinds of weapon-wielders.
* [[Evil Warrior]], representing Warriors that wield their power and weapons for destruction and antagonistic conquest.
* [[Villain]], representing beings known for foul deeds and selfish ambition.
* [[Gunner]], representing beings known for their skills with guns or bows.
* [[Martial Artist]], representing beings skilled in hand-to-hand combat or martial arts.
* [[Construct]], representing machines, and robots.
* [[Beast]], representing wild animals of all kinds.
* [[Dragon]], representing dragons and draconic creatures.
* [[Bug]], representing insects and insect-like creatures.
* [[Nature]], representing beings and animals that are tied to or made of plant life.
* [[Aquatic]], representing beings and animals adapted to the water or even made of liquid.
* [[Cryo]], representing beings adapted to harsh cold or constructed of ice.
* [[Earthen]], representing beings and animals adapted to underground life or rocky, muddy land.
* [[Tech]], representing technologically-savvy beings or those that rely on advanced technology.
* [[Aero]], representing all kinds of flying beings or those otherwise adapted to the sky.
* [[Electro]], representing beings created from electricity.
* [[Beastkind]], representing humanoids with bestial traits.
* [[Psion]], representing beings who are known for their psychic powers or mind-bending abilities.
* [[Extraterrestrial]], representing beings native to the stars.
* [[Fae]], representing beings that are or have strong motifs with fairies or fae magic.
* [[Angelic]], representing beings native to the heavens or blessed by heavenly power.
* [[Spirit]], representing oft-incorporeal beings native to otherworldly realms.
* [[Undead]], representing beings reanimated from the grave or native to domains of death.
* [[Deity]], representing gods of all forms of domains.
* [[Demon]], representing monstrous beings from a netherworld or hellish dimension.
* [[Critter]], a unique class currently exclusive to the [[Pokémon (series)]] series of cards, representing all sorts of small animals.
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Classes are a stat of [[Fighters]], representing a Fighter's physical form or role, and are an aspect mentioned very often in card effects. Each Fighter has one Class, but often a Fighter can have two (marked by a "|" in-between Classes) or rarely even three. The list of classes are as currently follows:
* [[Mage]], representing spellcasters and magic users.
* [[Warrior]], representing swordfighters, knights, and many kinds of weapon-wielders.
* [[Evil Warrior]], representing Warriors that wield their power and weapons for destruction and antagonistic conquest.
* [[Villain]], representing beings known for foul deeds and selfish ambition.
* [[Gunner]], representing beings known for their skills with guns or bows.
* [[Martial Artist]], representing beings skilled in hand-to-hand combat or martial arts.
* [[Construct]], representing machines, and robots.
* [[Beast]], representing wild animals of all kinds.
* [[Dragon]], representing dragons and draconic creatures.
* [[Bug]], representing insects and insect-like creatures.
* [[Nature]], representing beings and animals that are tied to or made of plant life.
* [[Aquatic]], representing beings and animals adapted to the water or even made of liquid.
* [[Cryo]], representing beings adapted to harsh cold or constructed of ice.
* [[Earthen]], representing beings and animals adapted to underground life or rocky, muddy land.
* [[Tech]], representing technologically-savvy beings or those that rely on advanced technology.
* [[Aero]], representing all kinds of flying beings or those otherwise adapted to the sky.
* [[Electro]], representing beings created from electricity.
* [[Beastkind]], representing humanoids with bestial traits.
* [[Psion]], representing beings who are known for their psychic powers or mind-bending abilities.
* [[Extraterrestrial]], representing beings native to the stars.
* [[Fae]], representing beings that are or have strong motifs with fairies or fae magic.
* [[Angelic]], representing beings native to the heavens or blessed by heavenly power.
* [[Spirit]], representing oft-incorporeal beings native to otherworldly realms.
* [[Undead]], representing beings reanimated from the grave or native to domains of death.
* [[Deity]], representing gods of all forms of domains.
* [[Demon]], representing monstrous beings from a netherworld or hellish dimension.
* [[Critter]], a unique class currently exclusive to the [[Pokémon]] series of cards, representing all sorts of small animals.
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Beastkind
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2023-10-25T01:49:19Z
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Created page with "Beastkind are a [[Classes|Class]] of [[Fighters]] in Crossing Cards, covering all sorts of humanoid beings with traits from animals, from humans that have the ears and tail of animals to animals that are anthropomorphized. == Archetypes & Series == === Full === * [[Arknights]] * [[Woodland Vagabond]]"
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Beastkind are a [[Classes|Class]] of [[Fighters]] in Crossing Cards, covering all sorts of humanoid beings with traits from animals, from humans that have the ears and tail of animals to animals that are anthropomorphized.
== Archetypes & Series ==
=== Full ===
* [[Arknights]]
* [[Woodland Vagabond]]
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Beastkind are a [[Classes|Class]] of [[Fighters]] in Crossing Cards, covering all sorts of humanoid beings with traits from animals, from humans that have the ears and tail of animals to animals that are anthropomorphized.
== Archetypes & Series ==
=== Full ===
* [[Arknights]]
* [[Freelance Police]]
* [[Woodland Vagabond]]
* [[Wyverian]]
=== Partial ===
* [[Fire Emblem (series)|Fire Emblem]] has a few Beastkind Fighters, but is primarily [[Warrior|Warrior]] and [[Mage|Mages]].
* [[Lightsworn]] is comprised of some Beastkind Fighters, but also has [[Mage]], [[Beast]], and [[Warrior]] Fighters.
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Evil Warrior
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Created page with "Evil Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. Similar to [[Warrior|Warriors]], these are usually human or humanoid beings that wield weaponry and classic combat arts in battle, but Evil Warriors specifically capture groups and characters that wield their skills in service of greater evils or their own selfish desires. == Archetypes & Classes == === Full === * [[Ashina]] === Partial === * [[World Eater]] uses Evil Warriors in tandem with stronge..."
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Evil Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. Similar to [[Warrior|Warriors]], these are usually human or humanoid beings that wield weaponry and classic combat arts in battle, but Evil Warriors specifically capture groups and characters that wield their skills in service of greater evils or their own selfish desires.
== Archetypes & Classes ==
=== Full ===
* [[Ashina]]
=== Partial ===
* [[World Eater]] uses Evil Warriors in tandem with stronger [[Demon|Demons]] and [[Deity|Deities]].
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Evil Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. Similar to [[Warrior|Warriors]], these are usually human or humanoid beings that wield weaponry and classic combat arts in battle, but Evil Warriors specifically capture groups and characters that wield their skills in service of greater evils or their own selfish desires.
== Archetypes & Series ==
=== Full ===
* [[Ashina]]
=== Partial ===
* [[World Eater]] uses Evil Warriors in tandem with stronger [[Demon|Demons]] and [[Deity|Deities]].
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Evil Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. Similar to [[Warrior|Warriors]], these are usually human or humanoid beings that wield weaponry and classic combat arts in battle, but Evil Warriors specifically capture groups and characters that wield their skills in service of greater evils or their own selfish desires.
== Archetypes & Series ==
=== Full ===
* [[Ashina]]
* [[Sekiro]]
=== Partial ===
* [[World Eater]] uses Evil Warriors in tandem with stronger [[Demon|Demons]] and [[Deity|Deities]].
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Evil Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. Similar to [[Warrior|Warriors]], these are usually human or humanoid beings that wield weaponry and classic combat arts in battle, but Evil Warriors specifically represent groups and characters that wield their skills in service of greater evils or their own selfish desires.
== Archetypes & Series ==
=== Full ===
* [[Ashina]]
=== Partial ===
* [[World Eater]] uses Evil Warriors in tandem with stronger [[Demon|Demons]] and [[Deity|Deities]].
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Construct
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2023-10-26T03:16:28Z
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Created page with "Construct is a [[Classes|Class]] of [[Fighters]] in Crossing Cards, used for robots and machines of all types. == Archetypes & Series == === Full === * [[Cyber Dragon]] === Partial === * [[Mega Man (series)|Mega Man]]'s various robots are all Constructs, with a handful of [[Tech]] Fighters."
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Construct is a [[Classes|Class]] of [[Fighters]] in Crossing Cards, used for robots and machines of all types.
== Archetypes & Series ==
=== Full ===
* [[Cyber Dragon]]
=== Partial ===
* [[Mega Man (series)|Mega Man]]'s various robots are all Constructs, with a handful of [[Tech]] Fighters.
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Construct is a [[Classes|Class]] of [[Fighters]] in Crossing Cards, used for robots and machines of all types.
== Archetypes & Series ==
=== Full ===
* [[Cyber Dragon]]
* [[Mega Man (series)|Mega Man]] (with exception of [[Tech]] Fighters "[[Dr. Light]]" and "[[Dr. Wily]]")
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Construct is a [[Classes|Class]] of [[Fighters]] in Crossing Cards, used for robots and machines of all types.
== Archetypes & Series ==
=== Full ===
* [[Cyber Dragon]]
* [[Mega Man (series)|Mega Man]] (with exception of [[Tech]] Fighters "[[Dr. Light]]" and "[[Dr. Wily]]")
* [[Synchron]] (with exception of [[Warrior]] Fighter "[[Junk Synchron]]")
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Reverence Fighters
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Created page with "Reverence Fighters are a special subtype of [[Fighters|Fighter]] in Crossing Cards. Marked by matte-black frames, these Fighters are the only type of Fighter aside from normal white-framed Fighters to start in one's Main Deck. Reverence Fighters are marked by several unique attributes: * Reverence Fighters cannot be called from the hand normally, and must be called through an R-Call; Sacrificing 1 Technique from your hand and any number of Fighters from your hand or boar..."
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Reverence Fighters are a special subtype of [[Fighters|Fighter]] in Crossing Cards. Marked by matte-black frames, these Fighters are the only type of Fighter aside from normal white-framed Fighters to start in one's Main Deck. Reverence Fighters are marked by several unique attributes:
* Reverence Fighters cannot be called from the hand normally, and must be called through an R-Call; Sacrificing 1 Technique from your hand and any number of Fighters from your hand or board.
* Reverence Fighters do not have listed Costs; rather, their Costs on the board always start as the total Cost of the Fighters sacrificed for one's R-Call. When used for effects while anywhere else, all Reverence Fighters' Costs are the same as that of their first Threshold.
* Thresholds are lines on the card that mark the minimum Cost a Reverence Fighter must be to activate the effects listed below it; every Reverence Fighter has at least 1 Threshold, though one can have up to three. When a Reverence Fighter has no Thresholds met, it is treated as a Vanilla Fighter.
The [Keywords|keyword] ON MEET is unique to Reverence Fighters, activating as soon as a Reverence Fighter meets a Threshold.
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Reverence Fighters are a special subtype of [[Fighters|Fighter]] in Crossing Cards. Marked by matte-black frames, these Fighters are the only type of Fighter aside from normal white-framed Fighters to start in one's Main Deck. Reverence Fighters are marked by several unique attributes:
* Reverence Fighters cannot be called from the hand normally, and must be called through an R-Call; Sacrificing 1 Technique from your hand and any number of Fighters from your hand or board.
* Reverence Fighters do not have listed Costs; rather, their Costs on the board always start as the total Cost of the Fighters sacrificed for one's R-Call. When used for effects while anywhere else, all Reverence Fighters' Costs are the same as that of their first Threshold.
* Thresholds are lines on the card that mark the minimum Cost a Reverence Fighter must be to activate the effects listed below it; every Reverence Fighter has at least 1 Threshold, though one can have up to three. When a Reverence Fighter has no Thresholds met, it is treated as a Vanilla Fighter.
The [[Keywords|keyword]] ON MEET is unique to Reverence Fighters, activating as soon as a Reverence Fighter meets a Threshold.
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Standard Techniques
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2023-11-12T06:15:01Z
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Created page with "Standard Techniques are one of the main types of cards in Crossing Cards. Marked by mint-green frames, these cards are played in the backline by paying Mana like all [[Techniques]], and after resolution, are sent to the Ruins immediately after. As the most straightforward Technique type, Standard Techniques' effects can vary wildly, from basic support for Fighters, drawing cards, or gaining Mana/Stamina, to complicated effects requiring REQ conditions to be met or certai..."
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Standard Techniques are one of the main types of cards in Crossing Cards. Marked by mint-green frames, these cards are played in the backline by paying Mana like all [[Techniques]], and after resolution, are sent to the Ruins immediately after. As the most straightforward Technique type, Standard Techniques' effects can vary wildly, from basic support for Fighters, drawing cards, or gaining Mana/Stamina, to complicated effects requiring REQ conditions to be met or certain costs to activate.
Standard Techniques have a small amount of sub-types, being [[Instant Techniques]] and [[Persistent Techniques]]. They also have Prime Deck forms, usually accessible through other Techniques or [[Fighters|Fighter]] effects.
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Backup Techniques
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2023-11-12T06:18:11Z
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Created page with "Backup Techniques are one of the main types of cards in Crossing Cards. Marked by light red frames, these cards must be set in the backline before use, and cannot be used during the turn they are set. During any player's turn afterward, however, they can be activated by paying Mana, and are sent to the Ruins immediately after resolving. As their name implies, Backup Techniques are often used for countering foe's actions that may disrupt your strategy, and as such many Ba..."
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Backup Techniques are one of the main types of cards in Crossing Cards. Marked by light red frames, these cards must be set in the backline before use, and cannot be used during the turn they are set. During any player's turn afterward, however, they can be activated by paying Mana, and are sent to the Ruins immediately after resolving. As their name implies, Backup Techniques are often used for countering foe's actions that may disrupt your strategy, and as such many Backup Techniques have REQ conditions to fulfill before they can be used. They can also be used as forms of support or offensive strategies like [[Standard Techniques]], albeit at a slower pace.
Standard Techniques have a small amount of sub-types, being [[Reversal Techniques]] and [[Persistent Techniques]]. They also have Prime Deck forms, usually accessible through other Techniques or [[Fighters|Fighter]] effects.
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Counters
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2023-11-12T06:44:08Z
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Created page with "Counters are a gameplay piece in Crossing Cards. They are small colored coins placed on [[Fighters]] to be used for unique effects, or with effects built-in to manipulate that Fighter or its controller. While many cards can call upon specific Counters that can be used for a wide variety of actions, there are also a small group of Counters that are used by a large number of cards, representing common statuses on the Fighter they're placed on: * Burn Counters are bright re..."
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Counters are a gameplay piece in Crossing Cards. They are small colored coins placed on [[Fighters]] to be used for unique effects, or with effects built-in to manipulate that Fighter or its controller. While many cards can call upon specific Counters that can be used for a wide variety of actions, there are also a small group of Counters that are used by a large number of cards, representing common statuses on the Fighter they're placed on:
* Burn Counters are bright red; The afflicted card's owner takes 1 Stamina damage and 1 Burn Counter is removed whenever the afflicted card moves, attacks, or activates an effect. This effect also triggers naturally at the end of that owner's turn.
* Shock Counters are pure yellow; The afflicted card must flip a coin in order to move, attack, or activate an effect that would slay or extradite(if tails, nothing happens). 1 Shock Counter is removed at the end of the owner's turn.
* Sleep Counters are bright pink; The afflicted card cannot move or attack. 1 Sleep Counter is removed at the end of the owner's turn, or when an adjacent Fighter moves, attacks, or activates an effect.
* Tremor Counters are grey-brown; The afflicted card is forced into face-down Guard stance, and cannot change until all Tremor Counters are removed. 1 Tremor Counter is removed whenever an adjacent Fighter attacks, a Fighter moves into or through the Tremored Fighter, or at the end of the owner's turn.
* Freeze Counters are bright blue; The afflicted card cannot move or activate effects. When attacked by a [[FIA]] Fighter, the afflicted card is slain. 1 Freeze Counter is removed at the end the owner's turn, plus 1 more if the afflicted card is a FIA or [[GLA]] Fighter, or adjacent to a FIA Fighter.
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Counters are a gameplay piece in Crossing Cards. They are small colored coins placed on [[Fighters]] to be used for unique effects, or with effects built-in to manipulate that Fighter or its controller. While many cards can call upon specific Counters that can be used for a wide variety of actions, there are also a small group of Counters that are used by a large number of cards, representing common statuses on the Fighter they're placed on:
* Burn Counters are bright red; The afflicted card's owner takes 1 Stamina damage and 1 Burn Counter is removed whenever the afflicted card moves, attacks, or activates an effect. This effect also triggers naturally at the end of that owner's turn.
* Shock Counters are pure yellow; The afflicted card must flip a coin in order to move, attack, or activate an effect that would slay or extradite(if tails, nothing happens). 1 Shock Counter is removed at the end of the owner's turn.
* Sleep Counters are bright pink; The afflicted card cannot move or attack. 1 Sleep Counter is removed at the end of the owner's turn, or when an adjacent Fighter moves, attacks, or activates an effect.
* Tremor Counters are grey-brown; The afflicted card is forced into face-down Guard stance, and cannot change until all Tremor Counters are removed. 1 Tremor Counter is removed whenever an adjacent Fighter attacks, a Fighter moves into or through the Tremored Fighter, or at the end of the owner's turn.
* Freeze Counters are bright blue; The afflicted card cannot move or activate effects. When attacked by a [[FIA]] Fighter, the afflicted card is slain. 1 Freeze Counter is removed at the end the owner's turn, plus 1 more if the afflicted card is a FIA or [[GLA]] Fighter, or adjacent to a FIA Fighter.
* Shield Counters are faded orange; If the afflicted card would be slain, remove 1 Shield Counter from it, and it is not slain.
7de79612e6b2fc3497273277f1839c4fdd0501d4
18
15
2023-11-12T13:09:26Z
100.42.252.231
0
wikitext
text/x-wiki
'''Counters''' are a gameplay element in ''Crossing Cards''. They are small, distinctly pigmented tokens placed on [[Fighters]] to be used for unique effects, or with effects built-in to manipulate that Fighter or its controller. While many cards can apply specific Counters that can be used for a wide variety of actions, there are also a small group of Counters that are used by a large number of cards, representing common statuses on the Fighter they are placed on:
* '''Blossom Counters''' are bright pink with a floral decal superimposed on top. These have no effect on their own, but are usually representative [[Nature]] Fighters' abilities, granting boons to their allies. Currently, only [[Bloomercenary Botanist]] uses these Counters.
* '''Burn Counters''' are bright red. The afflicted card's owner takes 1 Stamina damage whenever the afflicted card moves, attacks, activates an effect, or when their turn ends. Each of these events also removes 1 Burn Counter from that Fighter.
* '''Confusion Counters''' are gold. The afflicted card's owner asks ''the player across from them'' whether they can move or change stances, and when attacking, ''that player'' chooses the attack target. 1 of these Counters is removed at the end of the card's controller's turn, or when a card or effect selects it as a target.
* '''Freeze Counters''' are bright blue. The afflicted card cannot attack, move, or change its stance. If it is attacked by a [[FIA]] Fighter, the afflicted card is slain. 1 Freeze Counter is removed at the end the owner's turn, plus 1 more if the afflicted card is a FIA or [[GLA]] Fighter, or adjacent to a FIA Fighter.
* '''Poison Counters''' are violet. For each Counter of this kind on a Fighter, it loses 300 AP and DP. At the end of the card's controller's turn, remove 1 of these Counters, and deal 1 Mana damage to them.
* '''Power Cell Counters''' are grey with a lightning bolt superimposed on top. Certain cards use them as 'ammunition' to activate effects, most notably [[Caustic Coalition]] cards.
* '''Shield Counters''' are faded orange. If the afflicted card would be slain, remove 1 Shield Counter from it, and it is not slain. [[Armour Break]] ignores Shield Counters.
* '''Shock Counters''' are yellow. The afflicted card must flip a coin in order to move, attack, or activate an optional effect (if tails, nothing happens). 1 Shock Counter is removed at the end of the owner's turn.
* '''Sleep Counters''' are bright pink. The afflicted card cannot move or attack. 1 Sleep Counter is removed at the end of the owner's turn, or when an adjacent Fighter moves, attacks, or activates an effect.
* '''Spell Counters''' are represented by a wooden token with a black spiral decal. Though powerless on their own, some cards use them to generate powerful advantage. In rarer cases, they can also be used to impose restrictions on a card.
* '''Tremor Counters''' are grey-brown. The afflicted card is forced into face-down Guard stance, and cannot change until all Tremor Counters are removed. 1 Tremor Counter is removed whenever an adjacent Fighter attacks, a Fighter moves into or through the Tremored Fighter, or at the end of the owner's turn. Once all Tremor Counters are removed, the Fighter is returned to face-up Guard stance, but its ON FLIP effect does not trigger when this happens.
* '''Waruda Counters''' are pitch black with the Waruda emblem superimposed on top (a black cat face, frowning, with white trim lines). These Counters are shaken into other Counter Bags, and if retrieved instead of the designated Counter, the player who put them there draws 1 card. [[Waruda's Ploy]] is the only card that can generate these Counters.
34beb9e5464ac5e258770ef828e1ea22b4765a28
19
18
2023-11-12T13:11:21Z
100.42.252.231
0
wikitext
text/x-wiki
'''Counters''' are a gameplay element in ''Crossing Cards''. They are small, distinctly pigmented tokens placed on [[Fighters]] to be used for unique effects, or with effects built-in to manipulate that Fighter or its controller. While many cards can apply specific Counters that can be used for a wide variety of actions, there are also a small group of Counters that are used by a large number of cards, representing common statuses on the Fighter they are placed on:
* '''Blossom Counters''' are bright pink with a floral decal superimposed on top. These have no effect on their own, but are usually representative [[Nature]] Fighters' abilities, granting boons to their allies. Currently, only [[Bloomercenary Botanist]] uses these Counters.
* '''Burn Counters''' are bright red. The afflicted card's owner takes 1 Stamina damage whenever the afflicted card moves, attacks, activates an effect, or when their turn ends. Each of these events also removes 1 Burn Counter from that Fighter.
* '''Confusion Counters''' are gold. The afflicted card's owner asks ''the player across from them'' whether they can move or change stances, and when attacking, ''that player'' chooses the attack target. 1 of these Counters is removed at the end of the card's controller's turn, or when a card or effect selects it as a target.
* '''Freeze Counters''' are bright blue. The afflicted card cannot attack, move, or change its stance. If it is attacked by a [[FIA]] Fighter, the afflicted card is slain. 1 Freeze Counter is removed at the end the owner's turn, plus 1 more if the afflicted card is a FIA or [[GLA]] Fighter, or adjacent to a FIA Fighter.
* '''Poison Counters''' are violet. For each Counter of this kind on a Fighter, it loses 300 AP and DP. At the end of the card's controller's turn, remove 1 of these Counters, and deal 1 Mana damage to them.
* '''Power Cell Counters''' are grey with a lightning bolt superimposed on top. Certain cards use them as 'ammunition' to activate effects, most notably [[Caustic Coalition]] cards.
* '''Shield Counters''' are faded orange. If the afflicted card would be slain, remove 1 Shield Counter from it, and it is not slain. [[Armour Break]] ignores Shield Counters.
* '''Shock Counters''' are yellow. The afflicted card must flip a coin in order to move, attack, or activate an optional effect (if tails, nothing happens). 1 Shock Counter is removed at the end of the owner's turn.
* '''Sleep Counters''' are bright pink. The afflicted card cannot move or attack. 1 Sleep Counter is removed at the end of the owner's turn, or when an adjacent Fighter moves, attacks, or activates an effect.
* '''Spell Counters''' are represented by a wooden token with a black spiral decal. Though powerless on their own, some cards use them to generate powerful advantage. In rarer cases, they can also be used to impose restrictions on a card.
* '''Tremor Counters''' are grey-brown. The afflicted card is forced into face-down Guard stance, and cannot change until all Tremor Counters are removed. 1 Tremor Counter is removed whenever an adjacent Fighter attacks, a Fighter moves into or through the Tremored Fighter, or at the end of the owner's turn. Once all Tremor Counters are removed, the Fighter is returned to face-up Guard stance, but its ON FLIP effect does not trigger when this happens.
** These can also be placed on Techniques, in which case they are forcibly set and lose all their properties when resolving effects. These are also the only counters able to be placed on face-down cards.
* '''Waruda Counters''' are pitch black with the Waruda emblem superimposed on top (a black cat face, frowning, with white trim lines). These Counters are shaken into other Counter Bags, and if retrieved instead of the designated Counter, the player who put them there draws 1 card. [[Waruda's Ploy]] is the only card that can generate these Counters.
3bfcce70629d73c62a549f45965c30f4b2917020
20
19
2023-11-12T13:11:51Z
100.42.252.231
0
wikitext
text/x-wiki
'''Counters''' are a gameplay element in ''Crossing Cards''. They are small, distinctly pigmented tokens placed on [[Fighters]] to be used for unique effects, or with effects built-in to manipulate that Fighter or its controller. While many cards can apply specific Counters that can be used for a wide variety of actions, there are also a small group of Counters that are used by a large number of cards, representing common statuses on the Fighter they are placed on:
* '''Blossom Counters''' are bright pink with a floral decal superimposed on top. These have no effect on their own, but are usually representative [[Nature]] Fighters' abilities, granting boons to their allies. Currently, only [[Bloomercenary Botanist]] uses these Counters.
* '''Burn Counters''' are bright red. The afflicted card's owner takes 1 Stamina damage whenever the afflicted card moves, attacks, activates an effect, or when their turn ends. Each of these events also removes 1 Burn Counter from that Fighter.
* '''Confusion Counters''' are gold. The afflicted card's owner asks ''the player across from them'' whether they can move or change stances, and when attacking, ''that player'' chooses the attack target. 1 of these Counters is removed at the end of the card's controller's turn, or when a card or effect selects it as a target.
* '''Freeze Counters''' are bright blue. The afflicted card cannot attack, move, or change its stance. If it is attacked by a [[FIA]] Fighter, the afflicted card is slain. 1 Freeze Counter is removed at the end the owner's turn, plus 1 more if the afflicted card is a FIA or [[GLA]] Fighter, or adjacent to a FIA Fighter.
* '''Poison Counters''' are violet. For each Counter of this kind on a Fighter, it loses 300 AP and DP. At the end of the card's controller's turn, remove 1 of these Counters, and deal 1 Mana damage to them.
* '''Power Cell Counters''' are grey with a lightning bolt superimposed on top. Certain cards use them as 'ammunition' to activate effects, most notably [[Caustic Coalition]] cards.
* '''Shield Counters''' are faded orange. If the afflicted card would be slain, remove 1 Shield Counter from it, and it is not slain. [[Armour Break]] ignores Shield Counters.
* '''Shock Counters''' are yellow. The afflicted card must flip a coin in order to move, attack, or activate an optional effect (if tails, nothing happens). 1 Shock Counter is removed at the end of the owner's turn.
* '''Sleep Counters''' are bright pink. The afflicted card cannot move or attack. 1 Sleep Counter is removed at the end of the owner's turn, or when an adjacent Fighter moves, attacks, or activates an effect.
* '''Spell Counters''' are represented by a wooden token with a black spiral decal. Though powerless on their own, some cards use them to generate powerful advantage. In rarer cases, they can also be used to impose restrictions on a card.
* '''Tremor Counters''' are grey-brown. The afflicted card is forced into face-down Guard stance, and cannot change until all Tremor Counters are removed. 1 Tremor Counter is removed whenever an adjacent Fighter attacks, a Fighter moves into or through the Tremored Fighter, or at the end of the owner's turn. Once all Tremor Counters are removed, the Fighter is returned to face-up Guard stance, but its ON FLIP effect does not trigger when this happens.
** These can also be placed on Techniques, in which case they are forcibly set and lose all their properties when activating or resolving effects. These are also the only counters able to be placed on face-down cards.
* '''Waruda Counters''' are pitch black with the Waruda emblem superimposed on top (a black cat face, frowning, with white trim lines). These Counters are shaken into other Counter Bags, and if retrieved instead of the designated Counter, the player who put them there draws 1 card. [[Waruda's Ploy]] is the only card that can generate these Counters.
1e128273147f62db86c5d55cc22bb1d34ccffefd
File:Crc wiki logo.png
6
11
21
2023-11-12T13:22:40Z
Ashuraa
4
The logo of the Crossing Cards Wiki.
wikitext
text/x-wiki
== Summary ==
The logo of the Crossing Cards Wiki.
6c3407574ec96bdb1febd4bde6bc7b0cb37b5c42
File:Crc wiki logo sm.png
6
12
22
2023-11-12T14:24:13Z
Ashuraa
4
Logo of the Crossing Cards Wiki (for Miraheze use).
wikitext
text/x-wiki
== Summary ==
Logo of the Crossing Cards Wiki (for Miraheze use).
c7eab526a30f550f412dc8c151b5ba39ce368bee
Vanilla Fighters
0
13
23
2023-11-20T08:43:01Z
Socki
2
Created page with "'Vanilla' is a term used in Crossing Cards to note [[Fighters]] that have no effects. While they lack obvious power compared to other Fighters, they can be used to make plays like any other with the assistance of Fighters and [[Techniques]], they can have exceptional stats to make up for their lacking effects, and some cards effects can benefit exclusively them. A large amount of [[Tokens]] and [[Variant Techniques]] that exist on the board also happen to be Vanilla Figh..."
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text/x-wiki
'Vanilla' is a term used in Crossing Cards to note [[Fighters]] that have no effects. While they lack obvious power compared to other Fighters, they can be used to make plays like any other with the assistance of Fighters and [[Techniques]], they can have exceptional stats to make up for their lacking effects, and some cards effects can benefit exclusively them. A large amount of [[Tokens]] and [[Variant Techniques]] that exist on the board also happen to be Vanilla Fighters.
8491a558a2361922eb05429b02e95921c811c85e
Variant Techniques
0
14
24
2023-11-20T08:57:42Z
Socki
2
Created page with "Variant Techniques are one of the main types of cards in Crossing Cards. Marked by bright pink frames, these cards start in the backline and require Mana to activate like other [[Techniques]], but from there, their requirements and effects can vary wildly, usually the only commonality being that they do not work like [[Standard Techniques]] or [[Backup Techniques]]; The most common ability of Variant Techniques is to call themselves to the field, where they treat themsel..."
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Variant Techniques are one of the main types of cards in Crossing Cards. Marked by bright pink frames, these cards start in the backline and require Mana to activate like other [[Techniques]], but from there, their requirements and effects can vary wildly, usually the only commonality being that they do not work like [[Standard Techniques]] or [[Backup Techniques]]; The most common ability of Variant Techniques is to call themselves to the field, where they treat themselves like [[Fighters]], but several other possibilities exist. Due to their unique and sometimes niche workings, however, they are far rarer than the other two Technique types, nor do they have any subtypes.
ddc85d299cdcf79e86168e31dcf0167b494a5886
Elements
0
15
25
2023-11-24T09:04:54Z
Socki
2
Created page with "Elements are a stat of [[Fighters]], representing a Fighter's connection with a classical element; whether that be elements they control, or are related to in their home series. Elements are mentioned often in card effects. Elements are smaller in number than [[Classes]], but as such can reflect a larger pool of Fighters and thus can have more impact. The list of Elements are as follows: * [[FIA]]: Represents elements of flame and heat. * [[AQU]]: Represents the element..."
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Elements are a stat of [[Fighters]], representing a Fighter's connection with a classical element; whether that be elements they control, or are related to in their home series. Elements are mentioned often in card effects. Elements are smaller in number than [[Classes]], but as such can reflect a larger pool of Fighters and thus can have more impact.
The list of Elements are as follows:
* [[FIA]]: Represents elements of flame and heat.
* [[AQU]]: Represents the element of water.
* [[TER]]: Represents elements of earth and plant life.
* [[VEN]]: Represents the element of wind.
* [[SOL]]: Represents elements of light and electricity.
* [[LUN]]: Represents the element of darkness.
* [[GLA]]: Represents elements of ice and cold.
* [[MET]]: Represents the element of metal.
* [[NULL]]: Represents beings that cannot be realistically assigned an element, or whose power/motif comprises several elements.
b45279bf0b574122492216bf306a1ed9ec6c0bb9
Keywords
0
16
26
2023-11-24T13:37:56Z
Socki
2
Created page with "Keywords are a feature in Crossing Cards, marked by words framed between two square brackets, that serve as shorthand for common effects. The list of keywords are as follows: * [Armour Break] - This card ignores Shield [[Counters]] when launching an attack on another Fighter, and also deals Stamina loss when it slays a Guard stance [[Fighters|Fighter]] by battle. * [Attack Range] - Attack range is the range at which a Fighter can launch an attack on another Fighter. Wh..."
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Keywords are a feature in Crossing Cards, marked by words framed between two square brackets, that serve as shorthand for common effects.
The list of keywords are as follows:
* [Armour Break] - This card ignores Shield [[Counters]] when launching an attack on another Fighter, and also deals Stamina loss when it slays a Guard stance [[Fighters|Fighter]] by battle.
* [Attack Range] - Attack range is the range at which a Fighter can launch an attack on another Fighter. When paired with a colon and number, that Fighter’s attack range is the number listed.*
* [Buried Power] - While this card is in your Ruins, except the turn this card was sent to the Ruins…
* [Call Lock: X] - You cannot call Fighters, except Fighters of the specified type.
* [Canto] - Can move after attacking, provided it has unspent MP.
* [Control Limit: 1] - You can only control 1 card of this type.
* [Damned] - This card is extradited when it would otherwise leave the field.
* [Deathwatch] - When a Fighter you control is slain… When paired with a colon, this effect only triggers when a card of the specified type is slain.
* [Defeated] - If/when this Fighter is slain by battle… Can be combined with [Saboteur].
* [Effect Lock: X] - You cannot activate the effects of cards, except cards of the specified type.
* [Flight] - Unaffected by Terrain effects. Cannot be targeted by a foe’s attacks, unless the attacking fighter has equal or greater MP or they can attack from a longer range.
* [Fortress] - This card can move while in face-up Guard stance.
* [Fuelled by Tribute] - If/when this card is called via full sacrifice… When paired with a semicolon, can specify a specific condition that needs to be fulfilled (ex. Celestia, Lightsworn Angel requires a “Lightsworn” to be sacrificed for its effect). Usually used only in ON CALL effects, but can be used as a criteria to activate other effects.
* [Fury] - Can attack the turn it is called.
* [Guardless] - Cannot be put in Guard stance. This keyword cannot be applied(or reapplied) to a card that has [Strikeless].
* [Haste] - Can move the turn it is called.
* [Highlander] - Only 1 player can control a card of this type at any time. When paired with a colon, this instead applies to the type of card mentioned (ex. The “Woodland Vagabond” Fighters, which cannot naturally coexist on the board).
* [Hunt Draw: X] - Look in your Deck for the topmost card meeting all the requirements of X, and add it to your hand, then shuffle your Deck. This is treated like a draw via card effect.
* [Immobile] - This card cannot move.
* [Immunity] - Unaffected by a certain type of card effect. Must be paired with a colon to specify what.
* [Indestructible: Battle] - This card cannot be slain by battle.
* [Indestructible: Card Effect] - This card cannot be slain by card effects.
* [Indestructible: Fighter Effect] - This card cannot be slain by Fighters’ effects.
* [Indestructible: Techniques] - This card cannot be slain by Technique effects.
* [Iron Presence] - This card cannot be shuffled into the Deck.
* [Joint] - This card/effect can only be used in Team Battles.
* [Lightspeed] - This effect cannot be responded to. If this keyword is not tied to any effect and listed at the start of a card, then all of that card's effects cannot be responded to.
* [Marksman] - This card can attack over other Fighters and is not slain by battle when attacking first.
* [Magic Tribute] - This card, while face-up in the backline, can be sacrificed to the Ruins to have its Refund (if it is a Fighter) or its Mana Cost(if it is a Technique) pay for part of the Cost of a card naturally called from the hand(This includes R-Calls).
* [Nigh-Invincible] - Cannot leave the board, except by its own effect. Cards with this effect must have an effect that would cause them to leave the board(permanently), or else this effect is automatically negated.(ex. Avali Nexus has [Nigh-Invincible], but if its upkeep is not paid, it slays itself.)
* [Nomi] - Cannot be called normally (i.e. “I pay X Stamina to place Y Fighter from my hand”). When paired with a colon, can also include a specific calling condition that must be used. Otherwise, this means that any calling effect can be used to call the card.
* [Pacifist] - This card cannot attack.
* [Picaro] - This card cannot claim Territory, and it can move into any player’s Territory.
* [Protective Equipment] - This card is unaffected by Terrain effects. Cannot have Poison Counters placed on it.
* [Saboteur] - If/when this fighter is slain by a card effect… Can be combined with [Defeated].
* [Strikeless] - Cannot be put in Strike stance. This keyword cannot be applied(or reapplied) to a card that has [Guardless].
* [Summon Sense] - When another Fighter is called to the board… When paired with a colon, specifies what kind of Fighter, and/or if it is your Fighter or someone else’s.
* [Untargetable: Attacks] - This card cannot be targeted by attacks.
* [Untargetable: Fighters] - This card cannot be targeted by Fighters’ effects.
* [Untargetable: Techniques] - This card cannot be targeted by Techniques’ effects.
* [Unwavering] - Can only change control by its own effect, and ignores control requirements.
* [Victor] - If/when this card slays a foe’s Fighter by battle…
* [Ward] - Foes must pay 3 Mana to target this card with an effect, otherwise the effect is negated. Applies in stacks; 1 stack is consumed whenever a foe attempts to target the card (regardless of what they choose).
cc71e914f5b88d2d17876a735a7bfa06b9269311
27
26
2023-11-24T13:40:53Z
100.42.253.126
0
wikitext
text/x-wiki
Keywords are a feature in Crossing Cards, marked by words framed between two square brackets, that serve as shorthand for common effects.
The list of keywords are as follows:
* [Armour Break] - This card ignores Shield [[Counters]] when launching an attack on another Fighter, and also deals Stamina loss when it slays a Guard stance [[Fighters|Fighter]] by battle.
* [Attack Range] - Attack range is the range at which a Fighter can launch an attack on another Fighter. When paired with a colon and number, that Fighter’s attack range is the number listed.*
* [Buried Power] - While this card is in your Ruins, except the turn this card was sent to the Ruins…
* [Call Lock: X] - You cannot call Fighters, except Fighters of the specified type.
* [Canto] - Can move after attacking, provided it has unspent MP.
* [Control Limit: 1] - You can only control 1 card of this type.
* [Damned] - This card is extradited when it would otherwise leave the board.
* [Deathwatch] - When a Fighter you control is slain… When paired with a colon, this effect only triggers when a card of the specified type is slain.
* [Defeated] - If/when this Fighter is slain by battle… Can be combined with [Saboteur].
* [Effect Lock: X] - You cannot activate the effects of cards, except cards of the specified type.
* [Flight] - Unaffected by Terrain effects. Cannot be targeted by a foe’s attacks, unless the attacking fighter has equal or greater MP or they can attack from a longer range.
* [Fortress] - This card can move while in face-up Guard stance.
* [Fuelled by Tribute] - If/when this card is called via full sacrifice… When paired with a semicolon, can specify a specific condition that needs to be fulfilled (ex. Celestia, Lightsworn Angel requires a “Lightsworn” to be sacrificed for its effect). Usually used only in ON CALL effects, but can be used as a criteria to activate other effects.
* [Fury] - Can attack the turn it is called.
* [Guardless] - Cannot be put in Guard stance. This keyword cannot be applied(or reapplied) to a card that has [Strikeless].
* [Haste] - Can move the turn it is called.
* [Highlander] - Only 1 player can control a card of this type at any time. When paired with a colon, this instead applies to the type of card mentioned (ex. The “Woodland Vagabond” Fighters, which cannot naturally coexist on the board).
* [Hunt Draw: X] - Look in your Deck for the topmost card meeting all the requirements of X, and add it to your hand, then shuffle your Deck. This is treated like a draw via card effect.
* [Immobile] - This card cannot move.
* [Immunity] - Unaffected by a certain type of card effect. Must be paired with a colon to specify what.
* [Indestructible: Battle] - This card cannot be slain by battle.
* [Indestructible: Card Effect] - This card cannot be slain by card effects.
* [Indestructible: Fighter Effect] - This card cannot be slain by Fighters’ effects.
* [Indestructible: Techniques] - This card cannot be slain by Technique effects.
* [Iron Presence] - This card cannot be shuffled into the Deck.
* [Joint] - This card/effect can only be used in Team Battles.
* [Lightspeed] - This effect cannot be responded to. If this keyword is not tied to any effect and listed at the start of a card, then all of that card's effects cannot be responded to.
* [Marksman] - This card can attack over other Fighters and is not slain by battle when attacking first.
* [Magic Tribute] - This card, while face-up in the backline, can be sacrificed to the Ruins to have its Refund (if it is a Fighter) or its Mana Cost(if it is a Technique) pay for part of the Cost of a card naturally called from the hand(This includes R-Calls).
* [Nigh-Invincible] - Cannot leave the board, except by its own effect. Cards with this effect must have an effect that would cause them to leave the board(permanently), or else this effect is automatically negated.(ex. Avali Nexus has [Nigh-Invincible], but if its upkeep is not paid, it slays itself.)
* [Nomi] - Cannot be called normally (i.e. “I pay X Stamina to place Y Fighter from my hand”). When paired with a colon, can also include a specific calling condition that must be used. Otherwise, this means that any calling effect can be used to call the card.
* [Pacifist] - This card cannot attack.
* [Picaro] - This card cannot claim Territory, and it can move into any player’s Territory.
* [Protective Equipment] - This card is unaffected by Terrain effects. Cannot have Poison Counters placed on it.
* [Saboteur] - If/when this fighter is slain by a card effect… Can be combined with [Defeated].
* [Strikeless] - Cannot be put in Strike stance. This keyword cannot be applied(or reapplied) to a card that has [Guardless].
* [Summon Sense] - When another Fighter is called to the board… When paired with a colon, specifies what kind of Fighter, and/or if it is your Fighter or someone else’s.
* [Untargetable: Attacks] - This card cannot be targeted by attacks.
* [Untargetable: Fighters] - This card cannot be targeted by Fighters’ effects.
* [Untargetable: Techniques] - This card cannot be targeted by Techniques’ effects.
* [Unwavering] - Can only change control by its own effect, and ignores control requirements.
* [Victor] - If/when this card slays a foe’s Fighter by battle…
* [Ward] - Foes must pay 3 Mana to target this card with an effect, otherwise the effect is negated. Applies in stacks; 1 stack is consumed whenever a foe attempts to target the card (regardless of what they choose).
4887cc7209afa4c78f9c934257cdad57d60afcf8
Warrior
0
17
28
2023-11-26T07:04:56Z
Socki
2
Created page with "Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. This Class describes primarily human/humanoid beings that wield weapons to battle, though this Class can overlap occasionally with [[Gunner|Gunners]], [[Martial Artist|Martial Artists]], and [[Evil Warrior|Evil Warriors]]. == Archetypes & Series == === Full === * [[Empire]] * [[Hunter]] === Partial === * [[Arknights]] has a handful of Warriors due to its dual-Class identifier. ** [[Penguin Logistics]] h..."
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Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. This Class describes primarily human/humanoid beings that wield weapons to battle, though this Class can overlap occasionally with [[Gunner|Gunners]], [[Martial Artist|Martial Artists]], and [[Evil Warrior|Evil Warriors]].
== Archetypes & Series ==
=== Full ===
* [[Empire]]
* [[Hunter]]
=== Partial ===
* [[Arknights]] has a handful of Warriors due to its dual-Class identifier.
** [[Penguin Logistics]] has a handful of Warriors alongside [[Gunner|Gunners]] and [[Mage|Mages]]
** [[Kazimierz]] has only 1 Fighter, which is a Warrior.
* [[Caustic Coalition]] is predominantly Warrior-focused, but also has a few [[Tech]] and [[Gunner]] Fighters.
* [[Lightsworn]] is comprised of Warriors, [[Beastkind]], and [[Mage|Mages]].
* [[Ylisse]] is predominantly Warrior-focused, with exceptions in a few [[Mage|Mages]].
796c60da2151a2eb54e19e247be23ed213286c55
29
28
2023-11-26T07:07:33Z
Socki
2
wikitext
text/x-wiki
Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. This Class describes primarily human/humanoid beings that wield weapons to battle, though this Class can overlap occasionally with [[Gunner|Gunners]], [[Martial Artist|Martial Artists]], and [[Evil Warrior|Evil Warriors]].
== Archetypes & Series ==
=== Full ===
* [[Empire]]
* [[Hunter]]
=== Partial ===
* [[Arknights]] has a handful of Warriors due to its dual-Class identifier.
** [[Penguin Logistics]] has a handful of Warriors alongside [[Gunner|Gunners]] and [[Mage|Mages]].
** [[Kazimierz]] has only 1 Fighter, which is a Warrior.
* [[Caustic Coalition]] is predominantly Warrior-focused, but also has a few [[Tech]] and [[Gunner]] Fighters.
* [[Fire Emblem (series)]] is filled with Warrior and [[Mage]] Fighters, with a handful of [[Beastkind]].
** [[Ylisse]] is predominantly Warrior-focused, with exceptions in a few [[Mage|Mages]].
* [[Lightsworn]] is comprised of Warriors, [[Beastkind]], and [[Mage|Mages]].
072732ca73b65d2bb02a2ae15c1d8c9f38dbbfb5
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Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. This Class describes primarily human/humanoid beings that wield weapons to battle, though this Class can overlap occasionally with [[Gunner|Gunners]], [[Martial Artist|Martial Artists]], and [[Evil Warrior|Evil Warriors]].
== Archetypes & Series ==
=== Full ===
* [[Empire]]
* [[HERO]]
* [[Hunter]]
=== Partial ===
* [[Arknights]] has a handful of Warriors due to its dual-Class identifier.
** [[Penguin Logistics]] has a handful of Warriors alongside [[Gunner|Gunners]] and [[Mage|Mages]].
** [[Kazimierz]] has only 1 Fighter, which is a Warrior.
* [[Caustic Coalition]] is predominantly Warrior-focused, but also has a few [[Tech]] and [[Gunner]] Fighters.
* [[Fire Emblem (series)]] is filled with Warrior and [[Mage]] Fighters, with a handful of [[Beastkind]].
** [[Ylisse]] is predominantly Warrior-focused, with exceptions in a few [[Mage|Mages]].
* [[Lightsworn]] is comprised of Warriors, [[Beastkind]], and [[Mage|Mages]].
06e0addfb9d8baa1ed358a17850ca6e0f2f08e93
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Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. This Class describes primarily human/humanoid beings that wield weapons to battle, though this Class can overlap occasionally with [[Gunner|Gunners]], [[Martial Artist|Martial Artists]], and [[Evil Warrior|Evil Warriors]].
== Archetypes & Series ==
=== Full ===
* [[Empire]]
* [[HERO]]
* [[Hunter]]
* [[RWBY]] (with exception of [[Tech]] Fighter "[[Professor Ozpin]]")
=== Partial ===
* [[Arknights]] has a handful of Warriors due to its dual-Class identifier.
** [[Penguin Logistics]] has a handful of Warriors alongside [[Gunner|Gunners]] and [[Mage|Mages]].
** [[Kazimierz]] has only 1 Fighter, which is a Warrior.
* [[Caustic Coalition]] is predominantly Warrior-focused, but also has a few [[Tech]] and [[Gunner]] Fighters.
* [[Fire Emblem (series)|Fire Emblem]] is filled with Warrior and [[Mage]] Fighters, with a handful of [[Beastkind]].
** [[Ylisse]] is predominantly Warrior-focused, with exceptions in a few [[Mage|Mages]].
* [[Lightsworn]] is comprised of Warriors, [[Beast|Beasts]], [[Beastkind]], and [[Mage|Mages]].
480e0d08786449d5d57a56cbd6cfa847359d6af4
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wikitext
text/x-wiki
Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. This Class describes primarily human/humanoid beings that wield weapons to battle, though this Class can overlap occasionally with [[Gunner|Gunners]], [[Martial Artist|Martial Artists]], and [[Evil Warrior|Evil Warriors]].
== Archetypes & Series ==
=== Full ===
* [[Empire]]
* [[HERO]]
* [[Hunter]]
* [[Junk]] (With exception of [[Construct]] Fighter "[[Junk Giant]]")
* [[RWBY]] (with exception of [[Tech]] Fighter "[[Professor Ozpin]]")
=== Partial ===
* [[Arknights]] has a handful of Warriors due to its dual-Class identifier.
** [[Penguin Logistics]] has a handful of Warriors alongside [[Gunner|Gunners]] and [[Mage|Mages]].
** [[Kazimierz]] has only 1 Fighter, which is a Warrior.
* [[Caustic Coalition]] is predominantly Warrior-focused, but also has a few [[Tech]] and [[Gunner]] Fighters.
* [[Fire Emblem (series)|Fire Emblem]] is filled with Warrior and [[Mage]] Fighters, with a handful of [[Beastkind]].
** [[Ylisse]] is predominantly Warrior-focused, with exceptions in a few [[Mage|Mages]].
* [[Lightsworn]] is comprised of Warriors, [[Beast|Beasts]], [[Beastkind]], and [[Mage|Mages]].
dc6d576c9a8896bd6beabc312a8cd6e2a996c830
Arknights
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18
31
2023-11-26T07:21:59Z
Socki
2
Created page with "Arknights is a large series of [[Beastkind]] [[Fighters]], comprising every character from the eponymous game. While 'Arknights' Fighters' effects can vary widely, they generally have two main identifiers: Being Beastkind Fighters that also have one other Class, and having effects that interact with their owner's [[Collection]]. <br> Arknights also have sub-archetypes with their own focuses/supports: * [[Elite Operator]] * [[Kazimierz]] * [[Penguin Logistics]] * [[Team A1]]"
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Arknights is a large series of [[Beastkind]] [[Fighters]], comprising every character from the eponymous game. While 'Arknights' Fighters' effects can vary widely, they generally have two main identifiers: Being Beastkind Fighters that also have one other Class, and having effects that interact with their owner's [[Collection]].
<br>
Arknights also have sub-archetypes with their own focuses/supports:
* [[Elite Operator]]
* [[Kazimierz]]
* [[Penguin Logistics]]
* [[Team A1]]
953b105a8a2b39a89edd562fb0f004599a773197
Dragon
0
19
35
2023-11-26T10:04:22Z
Socki
2
Created page with "Dragon is a [[Class|Classes]] of [[Fighter|Fighters]] in Crossing Cards. They represent the same beings of myth their name implies, and thus they are commonly winged reptilian beasts of extreme power. Variances such as them leaning more avian-like or serpent-like are possible, and usually up to the original work on what is/isn't a dragon. == Archetypes & Series == === Full === * [[Blue-Eyes]] * [[Red-Eyes]] * [[Wing]] (when referring to the characters of ''Wings of Fire'')"
wikitext
text/x-wiki
Dragon is a [[Class|Classes]] of [[Fighter|Fighters]] in Crossing Cards. They represent the same beings of myth their name implies, and thus they are commonly winged reptilian beasts of extreme power. Variances such as them leaning more avian-like or serpent-like are possible, and usually up to the original work on what is/isn't a dragon.
== Archetypes & Series ==
=== Full ===
* [[Blue-Eyes]]
* [[Red-Eyes]]
* [[Wing]] (when referring to the characters of ''Wings of Fire'')
1a131e5714a4fd8c8a844f71f3a0488bf3bfbf14
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wikitext
text/x-wiki
Dragon is a [[Classes|Class]] of [[Fighters|Fighter]] in Crossing Cards. They represent the same beings of myth their name implies, and thus they are commonly winged reptilian beasts of extreme power. Variances such as them leaning more avian-like or serpent-like are possible, and usually up to the original work on what is/isn't a dragon.
== Archetypes & Series ==
=== Full ===
* [[Blue-Eyes]]
* [[Red-Eyes]]
* [[Wing]] (when referring to the characters of ''Wings of Fire'')
3b9f567fdb6be22b5b9fc3bbc4e21d88b48690a7
File:FakeRathalos.png
6
20
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2023-11-29T08:33:27Z
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Mockup Proxy of Rathalos, will be replaced when laminating practice possible
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text/x-wiki
== Summary ==
Mockup Proxy of Rathalos, will be replaced when laminating practice possible
aeeeea11e5b52808fff95788dc47120f43534a08
Rathalos
0
21
40
2023-11-29T08:35:43Z
Socki
2
Created page with "[[File:FakeRathalos.png|200px|thumb|right]] {| class="wikitable sortable" |+ Rathalos |- | Example |- | Example |- | Example |}"
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[[File:FakeRathalos.png|200px|thumb|right]]
{| class="wikitable sortable"
|+ Rathalos
|-
| Example
|-
| Example
|-
| Example
|}
70a1555c29214d46977a16397fe4656ae3fa91a8
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[[File:FakeRathalos.png|200px|thumb|right]]
{| class="wikitable"
!colspan="3"|Rathalos
|-
|colspan="3"|'''Rathalos'''
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|}
9c9f3db640553068a29b5651a70272751b95882d
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text/x-wiki
[[File:FakeRathalos.png|200px|thumb|right]]
<br>
{| class="wikitable" style="text-align: center;" align="right"
!colspan="3"|Rathalos
|-
| [[Classes|Class]] ||colspan="2"|[[Beast]]
|-
| AP || DP || MP
|-
| 3100 || 2800 || 1
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|}
8775752c7972614a3c611bc2aa1eef4a59d1d842
43
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2023-11-29T09:01:42Z
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wikitext
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[[File:FakeRathalos.png|thumb|right]]
<br>
{| class="wikitable" style="text-align: center;" align="right"
!colspan="3"|Rathalos
|-
| [[Classes|Class]] ||colspan="2"|[[Beast]]|[[Aero]]
|-
| AP || DP || MP
|-
| 3100 || 2800 || 1
|-
| Cost ||colspan="2"|9
|-
| Refund ||colspan="2"|2
|-
|colspan="3"| [[Control Limit|[Control Limit: 1]]]<br>
Gains 1 MP for each [[Beast]] Fighter you control.<br>
1|ON CALL| If from your hand: you can freely call 1 other Beast Fighter from your hand, or shuffle<br>
up to 5 Beast Fighters from your Ruins into your Deck.<br>
2| At the end of your turn, if you do not control any other Beast Fighters: slay this card, then search your<br>
Prime Deck for 1 [[Mettleborn Technique]], and add it to your hand.
|-
| Artist ||colspan="2"|Unknown
|}
ab2b1f65dbf372ea6052c9968a502e8f3c30488c
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[[File:FakeRathalos.png|thumb|right]]
<br>
{| class="wikitable" style="text-align: center;" align="right"
!colspan="3"|Rathalos
|-
| [[Classes|Class]] ||colspan="2"|[[Beast]]|[[Aero]]
|-
| AP || DP || MP
|-
| 3100 || 2800 || 1
|-
| Cost ||colspan="2"|9
|-
| Refund ||colspan="2"|2
|-
|colspan="3"| [[Control Limit|[Control Limit: 1]]]<br>
'''Gains 1 MP for each [[Beast]] Fighter you control.'''<br>
1|ON CALL| If from your hand: '''you can freely call 1 other Beast Fighter from your hand, or shuffle'''<br>
'''up to 5 Beast Fighters from your Ruins into your Deck.'''<br>
2| At the end of your turn, if you do not control any other Beast Fighters: '''slay this card, then search your'''<br>
'''Prime Deck for 1 [[Mettleborn Technique]], and add it to your hand.'''
|-
| Artist ||colspan="2"|Unknown
|}
6b0eacab35ba06f6304c95c62b8e0ac7fbe97e7b
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2023-11-29T11:19:34Z
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[[File:FakeRathalos.png|thumb|right]]
<br>
{| class="wikitable" style="text-align: center;" align="right"
!colspan="3"|Rathalos
|-
| [[Classes|Class]] ||colspan="2"|[[Beast]]|[[Aero]]
|-
| AP || DP || MP
|-
| 3100 || 2800 || 1
|-
| Cost ||colspan="2"|9
|-
| Refund ||colspan="2"|2
|-
|colspan="3"| [[Control Limit|'''[Control Limit: 1]''']]<br>
'''Gains 1 MP for each [[Beast]] Fighter you control.'''<br>
1|ON CALL| If from your hand: '''you can freely call 1 other Beast Fighter from your hand, or shuffle'''<br>
'''up to 5 Beast Fighters from your Ruins into your Deck.'''<br>
2| At the end of your turn, if you do not control any other Beast Fighters: '''slay this card, then search your'''<br>
'''Prime Deck for 1 [[Mettleborn Technique]], and add it to your hand.'''
|-
| Artist ||colspan="2"|Unknown
|}
089ac698c5c0b016966a51b45fb811e3679232df
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2023-11-29T11:30:02Z
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[[File:FakeRathalos.png|thumb|right]]
<br>
{| class="wikitable" style="text-align: center;" align="right"
!colspan="3"|Rathalos
|-
| [[Classes|Class]] ||colspan="2"|[[Beast]]|[[Aero]]
|-
| AP || DP || MP
|-
| 3100 || 2800 || 1
|-
| Cost ||colspan="2"|9
|-
| Refund ||colspan="2"|2
|-
|colspan="3"| [[Control Limit|'''[Control Limit: 1]''']]<br>
'''Gains 1 MP for each [[Beast]] Fighter you control.'''<br>
1|ON CALL| If from your hand: '''you can freely call 1 other Beast Fighter from your hand, or shuffle'''<br>
'''up to 5 Beast Fighters from your Ruins into your Deck.'''<br>
2| At the end of your turn, if you do not control any other Beast Fighters: '''slay this card, then search your'''<br>
'''Prime Deck for 1 [[Mettleborn Technique]], and add it to your hand.'''
|-
| Artist ||colspan="2"|Unknown
|}
[[Category: Beasts]]
3ce586bd0257f7514c1d7836714b159b629a14b0
47
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2023-11-29T11:34:54Z
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[[File:FakeRathalos.png|thumb|right]]
<br>
{| class="wikitable" style="text-align: center;" align="right"
!colspan="3"|Rathalos
|-
| [[Classes|Class]] || AP || DP
|-
| [[Beast]]|[[Aero]] || 3100 || 2800
|-
| MP || Cost || Refund
|-
| 1 || 9 || 2
|-
|colspan="3"| [[Control Limit|'''[Control Limit: 1]''']]<br>
'''Gains 1 MP for each [[Beast]] Fighter you control.'''<br>
1|ON CALL| If from your hand: '''you can freely call 1 other Beast Fighter from your hand, or shuffle'''<br>
'''up to 5 Beast Fighters from your Ruins into your Deck.'''<br>
2| At the end of your turn, if you do not control any other Beast Fighters: '''slay this card, then search your'''<br>
'''Prime Deck for 1 [[Mettleborn Technique]], and add it to your hand.'''
|-
| Artist ||colspan="2"|Unknown
|}
[[Category: Beasts]]
5f6a43889ff8446e24b2e9bb24d66cb500502cac
48
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[[File:FakeRathalos.png|thumb|right]]
<br>
{| class="wikitable" style="text-align: center;" align="right"
!colspan="3"|Rathalos
|-
| [[Classes|Class]] || AP || DP
|-
| [[Beast]]|[[Aero]] || 3100 || 2800
|-
| MP || Cost || Refund
|-
| 1 || 9 || 2
|-
|colspan="3"| [[Control Limit|'''[Control Limit: 1]''']]<br>
'''Gains 1 MP for each [[Beast]] Fighter you control.'''<br>
1|ON CALL| If from your hand: '''you can freely call 1 other Beast Fighter from your hand, or shuffle'''<br>
'''up to 5 Beast Fighters from your Ruins into your Deck.'''<br>
2| At the end of your turn, if you do not control any other Beast Fighters: '''slay this card, then search your'''<br>
'''Prime Deck for 1 [[Mettleborn Technique]], and add it to your hand.'''
|-
| Artist ||colspan="2"|Unknown
|}
[[Category: Beasts]] [[Category: Aeros]]
7a87b089dff5292a6e75f65c6d2c385b302cdf13
49
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2023-11-29T11:45:05Z
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text/x-wiki
[[File:FakeRathalos.png|thumb|right]]
<br>
{| class="wikitable" style="text-align: center;" align="right"
!colspan="4"|Rathalos
|-
| [[Elements|Element]] || [[FIA]] || [[Classes|Class]] || [[Beast]]|[[Aero]]
|-
| AP ||colspan="2"|DP || MP
|-
| 3100 ||colspan="2"|2800 || 1
|-
|colspan="2"|Cost ||colspan="2"|Refund
|-
|colspan="2"|9 ||colspan="2"|2
|-
|colspan="4"| [[Control Limit|'''[Control Limit: 1]''']]<br>
'''Gains 1 MP for each [[Beast]] Fighter you control.'''<br>
1|ON CALL| If from your hand: '''you can freely call 1 other Beast Fighter from your hand, or shuffle'''<br>
'''up to 5 Beast Fighters from your Ruins into your Deck.'''<br>
2| At the end of your turn, if you do not control any other Beast Fighters: '''slay this card, then search your'''<br>
'''Prime Deck for 1 [[Mettleborn Technique]], and add it to your hand.'''
|-
| Artist ||colspan="3"|Unknown
|}
[[Category: FIA]] [[Category: Beasts]] [[Category: Aeros]]
46486beb400e6c8d3a89f8286fddb46100d1c0a0
50
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2
wikitext
text/x-wiki
[[File:FakeRathalos.png|thumb|right]]
<br>
{| class="wikitable" style="width: 40%;" align="right"
!colspan="4"|Rathalos
|- style="text-align: center;"
| [[Elements|Element]] || [[FIA]] || [[Classes|Class]] || [[Beast]]|[[Aero]]
|- style="text-align: center;"
| AP ||colspan="2"|DP || MP
|- style="text-align: center;"
| 3100 ||colspan="2"|2800 || 1
|- style="text-align: center;"
|colspan="2"|Cost ||colspan="2"|Refund
|- style="text-align: center;"
|colspan="2"|9 ||colspan="2"|2
|- style="text-alight: left;"
|colspan="4"| [[Control Limit|'''[Control Limit: 1]''']]<br>
'''Gains 1 MP for each [[Beast]] Fighter you control.'''<br>
1|ON CALL| If from your hand: '''you can freely call 1 other Beast Fighter from your hand, or shuffle up to 5 Beast Fighters from your Ruins into your Deck.'''<br>
2| At the end of your turn, if you do not control any other Beast Fighters: '''slay this card, then search your Prime Deck for 1 [[Mettleborn Technique]], and add it to your hand.'''
|- style="text-align: center;"
| Artist ||colspan="3"|Unknown
|}
[[Category: FIA]] [[Category: Beasts]] [[Category: Aeros]]
48e8763a27bc92f26fcb0b5982251cb2b270ad82
Rathalos
0
21
51
50
2023-11-29T12:04:24Z
Socki
2
wikitext
text/x-wiki
{| class="wikitable" style="float: right; width: 40%;" align="right"
!colspan="4"|Rathalos
|-
|colspan="4"| [[File:FakeRathalos.png|300px|center]]
|- style="text-align: center;"
| [[Elements|Element]] || [[FIA]] || [[Classes|Class]] || [[Beast]]|[[Aero]]
|- style="text-align: center;"
| AP ||colspan="2"|DP || MP
|- style="text-align: center;"
| 3100 ||colspan="2"|2800 || 1
|- style="text-align: center;"
|colspan="2"|Cost ||colspan="2"|Refund
|- style="text-align: center;"
|colspan="2"|9 ||colspan="2"|2
|- style="text-alight: left;"
|colspan="4"| [[Control Limit|'''[Control Limit: 1]''']]<br>
'''Gains 1 MP for each [[Beast]] Fighter you control.'''<br>
1|ON CALL| If from your hand: '''you can freely call 1 other Beast Fighter from your hand, or shuffle up to 5 Beast Fighters from your Ruins into your Deck.'''<br>
2| At the end of your turn, if you do not control any other Beast Fighters: '''slay this card, then search your Prime Deck for 1 [[Mettleborn Technique]], and add it to your hand.'''
|- style="text-align: center;"
| Artist ||colspan="3"|Unknown
|}
Rathalos is a [[Fighters|Fighter]] in Crossing Cards, originating from the Monster Hunter franchise.
[[Category: FIA]] [[Category: Beasts]] [[Category: Aeros]]
f8cf3802113cad769972b7eb2b40a0dcb7004f65
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2
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text/x-wiki
{| class="wikitable" style="float: right; width: 40%;" align="right"
!colspan="4"|Rathalos
|-
|colspan="4"| [[File:FakeRathalos.png|300px|center]]
|- style="text-align: center;"
| [[Elements|Element]] || [[FIA]] || [[Classes|Class]] || [[Beast]]|[[Aero]]
|- style="text-align: center;"
| AP ||colspan="2"|DP || MP
|- style="text-align: center;"
| 3100 ||colspan="2"|2800 || 1
|- style="text-align: center;"
|colspan="2"|Cost ||colspan="2"|Refund
|- style="text-align: center;"
|colspan="2"|9 ||colspan="2"|2
|- style="text-alight: left;"
|colspan="4"| [[Control Limit|'''[Control Limit: 1]''']]<br>
'''Gains 1 MP for each [[Beast]] Fighter you control.'''<br>
1|ON CALL| If from your hand: '''you can freely call 1 other Beast Fighter from your hand, or shuffle up to 5 Beast Fighters from your Ruins into your Deck.'''<br>
2| At the end of your turn, if you do not control any other Beast Fighters: '''slay this card, then search your Prime Deck for 1 [[Mettleborn Technique]], and add it to your hand.'''
|- style="text-align: center;"
| Artist ||colspan="3"|Unknown
|}
Rathalos is a [[Fighters|Fighter]] in Crossing Cards, originating from the Monster Hunter franchise.
[[Category: Fighter Cards]] [[Category: FIA]] [[Category: Beasts]] [[Category: Aeros]]
35a5662f9b3d1552e165624a4c3719628b3b4ba9
Warrior
0
17
53
37
2023-11-29T12:20:51Z
Socki
2
wikitext
text/x-wiki
Warriors are a [[Classes|Class]] of [[Fighters]] in Crossing Cards. This Class describes primarily human/humanoid beings that wield weapons to battle, though this Class can overlap occasionally with [[Gunner|Gunners]], [[Martial Artist|Martial Artists]], and [[Evil Warrior|Evil Warriors]].<br>
Click [[:Category: Warrior|here]] for a list of all Warrior Fighters.
== Archetypes & Series ==
=== Full ===
* [[Empire]]
* [[HERO]]
* [[Hunter]]
* [[Junk]] (With exception of [[Construct]] Fighter "[[Junk Giant]]")
* [[RWBY]] (with exception of [[Tech]] Fighter "[[Professor Ozpin]]")
=== Partial ===
* [[Arknights]] has a handful of Warriors due to its dual-Class identifier.
** [[Penguin Logistics]] has a handful of Warriors alongside [[Gunner|Gunners]] and [[Mage|Mages]].
** [[Kazimierz]] has only 1 Fighter, which is a Warrior.
* [[Caustic Coalition]] is predominantly Warrior-focused, but also has a few [[Tech]] and [[Gunner]] Fighters.
* [[Fire Emblem (series)|Fire Emblem]] is filled with Warrior and [[Mage]] Fighters, with a handful of [[Beastkind]].
** [[Ylisse]] is predominantly Warrior-focused, with exceptions in a few [[Mage|Mages]].
* [[Lightsworn]] is comprised of Warriors, [[Beast|Beasts]], [[Beastkind]], and [[Mage|Mages]].
2fa8d5c89def8f6a1d68a8904e55312114de7556